202 Commits over 212 Days - 0.04cph!
fix dimmed directional lighting in icon render scene (should also be fixed in all other places where this happens)
fix missing terrain textures in workshop editor scene
underwater colors river-ocean blend
lame mie masking for time being
add global reflection mults that work
fix missing sun mesh/stars/moon
remove unused LUT property from ClimateParameters
distance curve only on biome fog, not atmosphere
fix command buffer sort order
fix water rendering issue on reduced render scale
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
add color scale parameter for stars
fix default caustics texture if no WaterSystem instance
- integrate each biome fog separately rather than lerping between color/densities, biome fog density just drops off with biome weight
- fog color alpha lerps to atmosphere color
progress on froxel-based fog, supporting spatially varying fog setups across biomes, also includes global atmosphere scattering
merge from underwater-effects
disable material/rig/animation import on new river mesh
configurable caustics chroma separation, shader adjustments
caustics modulate sun light color rather than add separately
water caustics work for all water types, show up underwater, and receive shadows
make underwater colors/scattering much more consistent with water surface
also make water surface from below look better/more consistent with top for translucent water
fix jungle not appearing in terrain diffuse pyramid texture (fixes black terrain in jungle at low shader level)
revert underwater effects merge to figure out server issue
merge from underwater-effects
- color space fixup
- fix water line lighting, have color+reflection match the water surface
- remove old stuff
lerp according to cam velocity, add refraction to river surface
don't lerp underwater params if we started outside of water or on first initialization
lerp underwater scattering changes + refactor
also fix misspelled material parameter in lake/river/moonpool shaders
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within
works with river biome blends
still need to lerp parameter changes (like when going from river into ocean)
set up lake interior meshes + interior shader variant for lakes
use clip offset for rivers/lakes like ocean
fix river interior caps, inflate bounds more
underwater mask overlap between river and ocean handled correctly
progress on underwater effects using new way with underwater volume meshes
further underwater progress
fix issue when reloading script in editor, remove old component properties